Shader "Custom/ColorCube" {
	Properties {
		// _MainTex ("Base (RGB)", 2D) = "white" {}
	}
	SubShader {
		Tags { "RenderType"="Opaque" }
		LOD 200
		Pass{
			CGPROGRAM
			#pragma vertex vert
			#pragma fragment frag
			#include "UnityCG.cginc"
			
			struct v2f{
				float4 pos:POSITION;
				float4 color:TEXCOORD;
			};
			
			v2f vert(appdata_base i){
				v2f o;
				o.pos = mul(UNITY_MATRIX_MVP,i.vertex);
				o.color = i.vertex;
				return o;
			}
			
			float4 frag(v2f i):COLOR{
				return i.color;
			}
			
			ENDCG
		}
	} 
	FallBack "Diffuse"
}
